Nine and One Sacred Oaths for Evil Paladins

by Arkenheit

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Sacred Oaths for Evil Paladins

Introduction

The proceeding Sacred Oaths are designed for a paladin who serves an Evil deity or entity, or has self-consciously taken on a code they believe to be harmful to others. While many Sacred Oath options allow flexibility in interpreting the tenets to suite a variety of moral standpoints (or, if you prefer, alignments), many features of the class assume at base that the paladin is basically virtuous and inclined to aid others. The Oaths in this collection offer alternatives for more overtly malicious paladins, and as such they optionally modify a number of baseline features.

If you wish the swear one of the oaths presented in this volume, I recommend you and your DM discuss using the alternate features presented on this page. Alternatively, you may use these features with a different Oath (such as the Oath of Vengeance) that you believe is more suited to your character but which needs a little push to meet a minimum standard of villainy.

Playing an Evil Paladin

Evil characters are a significant roleplaying challenge as the player must be able to maintain a worldview which can -- and often does -- work against the teamwork constraint of the game. For this reason, I advise against playing an evil character until you feel you have some skill and experience in roleplaying.

Dungeon Masters considering running an evil-aligned party should also be aware that significant and unique challenges must be overcome in order to successfully steward such a group. Make sure that you discuss the importance of teamwork and cooperation with your group, but also be aware that an element of selfishness is often important to inhabiting an evil character. You should be prepared to accommodate an element of friction in how this group interacts with one another and the world.

Players: Remember that the individual fun of playing an evil character cannot come at the expense of your party's collective fun or your DM's. Evil characters, though often motivated selfishly, are still obliged to be pragmatic enough that they will work together with others to accomplish a goal, even if they might be enemies with those others after that.

Dungeon Masters: One of the best parts of an evil party is the ease of developing opposition from entities and forces that are rarely pitched against players. The actions of the party may initially aggrieve only local figures, but their renown could eventually draw the ire of a deva, a planetar, a solar, or perhaps a powerful gold dragon. Evil parties encounter unique opposition, but they may also find unique allies as well.

Alternate Paladin Class Features for an Evil Oath

When building your evil paladin, your DM may allow you to use these features in place of the indicated default feature from the paladin class. These features reduce the helpful effects paladins grant their allies but increase the negative effects paladins impose on their enemies. You may not wish to use all of the alternate features below; discuss with your DM which ones make the most sense for your paladin.

Sacred Oaths in this document which refer to these alternate class features, such as in the Oath of Agony's 15th-level ability, Misery, can instead use the appropriate base feature.

Profane Smite

Replaces Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 6d8.

Profaned Flesh

Replaces Divine Health

By 3rd level, the vile magics flowing through you make you immune to the poisoned condition.

Aura of Corruption

Replaces Aura of Protection

Starting at 6th level, whenever an enemy creature within 10 feet of you must make a saving throw, the creature receives a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to impose this penalty.

At 18th level, the range of this aura increases to 30 feet.

Aura of Fear

Replaces Aura of Courage

Starting at 10th level, hostile creatures within 10 feet of you have disadvantage on saving throws to resist effects that cause the frightened condition.

At 18th level, the range of this aura increases to 30 feet.

Improved Profane Smite

Replaces Improved Divine Smite

By 11th level, you are so suffused with vile might that all your melee weapon strikes carry profane power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage.

Choosing an Evil Oath [WORK IN PROGRESS]

Evil Oath Pathways
d8 Loot
1 Purposeful Cruelty
2 Rejected by the World
3 Zealotry
4 Apathetic Pessimism
5 lorum ipsum
6 lorum ipsum
Purposeful Cruelty

When this paladin choose an evil oath, they are choosing to forsake the safety and dignity of at least some people who are not directly opposed to them. In contrast to a paladin who fights against a specific group of people (eg. aristocrats, pirates, the undead, "the wicked") as part of their Oath, the evil paladin has for one reason or another decided that some forms of purposeless suffering are acceptable, even necessary. This paladin might believe that peasants should experience lives of deprivation and misery, even if individual members of that group might or might not be stand in good moral standing with that paladin. There may be many justifications for that belief: that this hierarchy is natural, or good, or superior to what they imagine to be the inevitable alternative.

Rejected by the World

When this paladin chooses an evil oath, they are choosing to live in absolute and indiscriminate contempt for the world around them. After experiencing an impactful moment of suffering, such as the loss of a close companion in the name of "justice," the betrayal of a trusted individual or group, or the humiliating defeat of a cause in which they believed, this paladin has decided that all that is deserves nothing but contempt. They may see complete annihilation as the only form of justice which can match the wickedness they see all around them, and for such a justice, no exceptions or excuses can be made. Though these paladins have suffered for an accute or chronic hypocrisy, their sense of justice is narrow and personal: because they have been wronged, the whole world must be wronged and therefore must be punished.

Zealotry

When this paladin chooses an evil oath, they have pledged themselves to a divine purpose which is itself founded on evil principles. As a servant of an evil deity, such as Bane or Asmodeus, this paladin may or may not prefer their exact course of action, and indeed they may feel conflicted about the actions they are asked (or ordered) to undertake, but such concerns are overriden by their devotion to their higher power. The rewards they expect to receive from their devotion serve as constant motivation, but particularly self-interested paladins may plan to eventually betray -- or even overthrow -- this deity.

Apathetic Pessimism

When this paladin chooses an evil oath, they express a fundamental disinterest in life itself. Whether from the extremities of solipsism or absolute inability to feel empathy, this paladin's profound isolation from their social mileu has led them to take up a purpose in life solely in service of their own ends.

Alternate Spell List for an Evil Paladin

This spell list replaces the spell list for Paladins in the Player's Handbook, offering a selection of spells more appropriate for the evil paladin. As with other alternate features, talk to your DM before using this list.

1st Level

Bane
Cause Fear
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
False Life
Hellish Rebuke
Protection from Evil and Good
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite

2nd Level

Blindness/Deafness
Branding Smite
Find Steed
Darkness
Locate Object
Magic Weapon
Protection from Poison
Suggestion

3rd Level

Aura of Vitality
Bestow Curse
Blinding Smite
Dispel Magic
Elemental Weapon
Fear
Magic Circle
Remove Curse
Revivify
Speak with Dead
Spirit Shroud

4th Level

Banishment
Death Ward
Elemental Bane
Find Greater Steed
Locate Creature
Shadow of Moil
Staggering Smite

5th Level

Banishing Smite
Circle of Power
Destructive Wave
Dispel Evil and Good
Enervation
Geas
Raise Dead
Infernal Calling

Oath of Sin

Paladins who have sworn the Oath of Sin foreswear all virtue and laws of right action. These paladins profane the sacraments of others and defile holy places, and where resentment builds against them, uphold the cause of all that is Unholy at the point of the sword. Though their goals may range from mere irreverance to outright desecration, they are enemies of the righteous and the good.

Tenets of Sin

The tenets of the Oath of Sin

Deceive. Lies add to the world, while truth pathetically mimics it. Use deception and trickery wherever it is useful.

Undermine. The forces of righteousness are many, for the weak can prevail only through overwhelming numbers. Break the bonds of trust and affection which unite your foes, such that they can be destroyed in turn. `

Prevail. You have but one end and that is victory. With cunning and patience greater victories may be found, but do not deny yourself the pleasure of a modest conquest if it does not imperil the future of your work.

Debase. Undo the works and pull down the edifices of the virtuous and the good. Theirs is the path of weakness, and to weakness they must return.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Sin Spells

Paladin Level Spells
3rd bane, cause fear
5th blindness/deafness, suggestion
9th bestow curse, fear
13th confusion, shadow of moil
17th dominate person, negative energy flood

If you learn the Blessed Warrior fighting style, add the chill touch and friends cantrips to the list of spells you choose from.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Baleful Weapon. As an action, you can imbue one weapon that you are holding with negative energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon becomes wreathed in unsettling flame, emitting bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

Turn the Righteous. As an action, you present your sinful icon and utter a proclamation censuring celestials and those who do good, using your Channel Divinity. Each celestial or humanoid with any "Good" alignment that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Deception

Starting at 10th level, hostile creatures within 10 feet of you have disadvantage on saving throws to resist effects that cause the charmed condition.

At 18th level, the range of this aura increases to 30 feet.

The Way of All Flesh

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Profane Sacrament

At 20th level, as an action, your form begins to inhibit light. For 1 minute, you gain the following effects:

  • You can see through magical and nonmagical darkness out to 120 feet.
  • Darkness surrounds you to a radius of 30 feet, moving with you if you move. This area is considered under the effects of a darkness spell.
  • Whenever an enemy creature starts its turn in the darkness, the creature takes 10 necrotic damage
  • For the duration, you have advantage on saving throws against spells cast by celestials.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Tyranny

Paladins who have sworn the Oath of Tyranny strive to subjugate and dominate. Their greatest desire is to stand above all others, feared and tributed by all who know their name. What allies they accept they view as servants or temporary inconveniences on their path to absolute dominion.

Tenets of Tyranny

The tenets of the Oath of Tyranny emphasize acquiring, securing, and wielding power over others.

Power Above All. There is one true law of the world: those with power rule over those without. Only by claiming power for yourself can you achieve victory.

Rebuke the Undeserving. Those who are weak have a place in this world, and that place is at your feet. Those who do not know their place may turn against you through subterfuge and deception. Never tolerate such pathetic machinations, for they contravene the right of those with power to rule.

Might Makes Right. The destiny of true strength bends towards crowns and scepters, but never forget that mere strength of arm does not true strength make. Gather whatever you find that allows you to work your will upon the world.

One Will, Many Hands. A king who rules dust is no king at all. Find capable vassals such that your reach can extend beyond your own hand.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Tyranny Spells

Paladin Level Spells
3rd cause fear, charm person
5th hold person, suggestion
9th fear, summon lesser demons
13th charm monster, summon greater demon
17th dominate person, infernal calling

If you learn the Blessed Warrior fighting style, add the friends cantrip to the list of spells you choose from.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bloody Edict. As an action, you call your allies to arms. Select a number of allies equal to your Charisma bonus (minimum 1) who can see or hear you within 120 feet. These allies can make one weapon attack or cast a cantrip at its lowest level.

Break Spirit. You can splinter the independence of those you have harmed. When you deal damage with a melee weapon, you can use Channel Divinity to cause the target to make a Charisma saving throw or be broken for 1 minute, making the throw at disadvantage if you scored a critical hit. When broken, the target makes attack rolls against you at disadvantage, and makes all Wisdom and Charisma ability checks and saving throws at disadvantage.

Aura of Cold Command

Beginning at 7th level, your force of will disheartens those with weaker self-presence. As long as you are conscious, any hostile creature which can see or hear you within 10 feet has disadvantage on Wisdom ability checks and saving throws if its Charisma score is lower than yours.

At 18th level, the range of this aura increases to 30 feet.

Imperious Majesty

Beginning at 15th level, you hold your own supremacy with such conviction that it becomes a bulwark against machinations of the mind. When you would make a Wisdom or Intelligence saving throw, you may choose to instead make a Charisma saving throw. You may use this ability a number of times equal to your proficiency bonus, regaining all spent uses on completion of a long rest.

Additionally, you have advantage on any ability check related to maintaining control over summoned creatures, and summoned creatures always have disadvantage on rolls related to breaking free of your control.

Crown of Dominion

At 20th level, as an action, you manifest an imposing crown on your head. The appearance of the crown reflects your desires and ideals. For 1 minute, you gain the following benefits:

  • You and allies within 30 feet are immune to the Charmed and Frightened conditions, immediately ending any such effects.
  • You automatically succeed on any roll to maintain control over a summoned creature, and any summoned creature automatically fails any roll to break free or resist your control.
  • Summoned creatures not under your control must make a Charisma saving throw, falling under your control on a failed save, or becoming immune to the effect for 24 hours on a successful one. When this effect ends, you lose control over any summoned creatures whose control you usurped, but these creatures do not return to the direct control of their original summoner.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Spite

Slighted by a heartless world, paladins who swear the Oath of Spite nurture a resentment towards all things great and small, for in all things lies injustice. Only occasionally narrowing their focus to a particular cause, and the only at great effort, these paladins care little for their own well-being if they can turn their all-consuming bitterness against their endless foes.

Tenets of Spite

The tenets of the Oath of Spite

Unkind Cut. This is a soft world filled with soft people. Only be becoming the firm edge against weakness can strength become the rule and not the exception. To be weak is to err and to fail, and so yours is not theirs, for yours is strength alone.

From Memory, Retribution. Hone your memory, for in remembrance lives the unfulfilled potential of the unanswered insult, the return of the sword upon those who raised the sword against you, the redress of wrongs old and new and great and small.

Truth is Cruel. In all cases you must speak stalwart truth, free from the constraints of politesse or decorum. Those who can bear only the softness of half-truths have shown themselves unworthy.

None Too Small. Just as great strength must first be nurtured from but a little strength, so too does great weakness and corruption spread from small concessions. Abide no mystifying questions of significance or scale: weakness is weakness, great or little, and must be met with retribution.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Spite Spells

Paladin Level Spells
3rd bane, ray of sickness
5th dragon's breath (poison, acid), ray of enfeeblement
9th elemental weapon, stinking cloud
13th elemental bane, vitriolic sphere
17th contagion, cloudkill

If you learn the Blessed Warrior fighting style, add the poison spray and acid splash cantrips to the list of spells you choose from.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Spit Venom. As an action, you spit corrosive venom into the eyes of an enemy using your Channel Divinity. Make a spell attack roll against a target you can see within 30 feet. On a hit, the target takes 1d6 poison damage and 1d6 acid damage and must make a Dexterity saving throw against your spell save DC. On a fail, the target is blinded and poisoned for 1 minute, or is unaffected on a success. At 7th level, the damage increases to 1d8 acid and 1d8 poison, and the DC increases by 2. At 15th level, the damage increases to 1d10 acid and 1d10 poison, and the DC increases by 4.

Rancor. When a creature forces you to make a saving throw, you may choose to automatically fail the roll. You must choose to make this deduction before rolling and before you know the consequences of failing that saving throw. You cannot use this ability if any effect would allow you to automatically succeed on the roll. The creature which forced you to make that saving throw automatically fails the next saving throw you cause it to make with a spell or ability unless it would otherwise be immune to that effect.

Aura of Acrimony

Beginning at 7th level, your poisoned words weaken all who hear them. As long as you are conscious, hostile creatures within 10 feet deduct a d4 from all Charisma saving throws and ability checks.

At 18th level, the size of the die increases to d6.

Toxic Secretions

Beginning at 15th level, your body exudes caustic ichor. When a creature within 5 feet hits you with a melee weapon attack, they take d4 poison or acid damage (your choice). If a creature grapples you, they take d8 poison or acid damage (your choice) at the end of each of their turns. If a creature ingests you or otherwise envelops you in their body, they take 2d10 poison or acid damage (your choice) at the end of each of their turns and have disadvantage on Constitution saving throws while you remain within that creature. A creature cannot take damage from this ability more than once per turn; if multiple instances apply, such as being hit with an attack which automatically grapples you, only the largest effect applies.

Blessed of Hemlock

At 20th level, as an action, you can saturate your surroundings with a miasma so caustic it brings agony to those who would dare speak aloud. For 1 minute, the following effects apply:

  • Any creature that comes within 30 feet of you and has to breath must make a Constitution saving throw, becoming poisoned for 1 hour on a failure.
  • Any hostile creature within 30 feet which attempts to speak or cast a spell with a verbal component must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes d10 poison or acid damage (your choice), or half as much damage on a successful one.
  • All Charisma ability you can see or hear within 120 feet automatically fail.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Agony

Paladins who have sworn the Oath of Agony have devoted themselves to inflicting suffering and despair.

Tenets of Agony

The tenets of the Oath of Hellfire emphasize the infliction and careful use of hellish cruelty.

In Pain, Potentiality. Nothing in this world is won without struggle, and without pain there is no struggle. Abjure all forms of cowardice which would exempt others and yourself from this fundamental law.

Creative Destruction. That which is broken can be remade. Before anything else, you are an instrument of breaking.

Cold and Calculating. Pain is a powerful tool, but do not use it recklessly, for it invites great opposition. Ensure that you have not submitted yourself to a careless course of action before you wield your fiendish powers.

Forethought. Always have a greater goal in mind, lest you be lost in the revelries of suffering. Without direction, your work will be set against itself.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Agony Spells

Paladin Level Spells
3rd inflict wounds, silvery barbs
5th blindness/deafness, hold person
9th blinding smite, vampiric touch
13th sickening radiance, staggering smite
17th dominate person, modify memory

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Flensing Chains. As an action, you can wrap a creature in hooked chains using your Channel Divinity. A creature you can see within 60 feet must make a Strength or Dexterity saving throw (your choice) or be chained for 1 minute. While chained, any time that creature moves half or more of its base movement or adds its Strength or Dexterity bonus to a roll, it takes d4 necrotic damage. An affected creature can repeat the saving throw at the end of each of its turns provided it has not triggered the damaging effect that turn. Attempting the saving throw again does not trigger the damage. The damage increases to d6 at 7th level and to d8 at 15th level.

Torment. As a bonus action when you damage a creature with a melee weapon attack, you can cloud the mind of your foe using your Channel Divinity. The creature must succeed on a Constitution saving throw or be unable to add its proficiency bonus to attack rolls for the next minute. The effect ends immediately if the creature is healed for an amount equal to or greater than the damage you did when you hit it.

Aura of Agony

Beginning at 7th level, your presence clouds the minds of your foes with throbbing pain. As long as you are conscious, hostile creatures within 10 feet have disadvantage on Concentration checks to maintain spells or abilities. Additionally, any damage you deal to a creature within this distance is not halved when calculating Concentration check DCs.

At 18th level, the range of this effect increases to 30 feet.

Misery

Beginning at 15th level, your strikes draw forth your foes' innermost doubts and fears. When you cause damage to a creature using your Divine Smite or Improved Divine Smite abilities, that creature gains a -1 penalty to all Wisdom skill checks and saving throws for 1 minute. The creature may gain this penalty a number of times equal to your Charisma bonus, with each subsequent imposition of the penalty renewing the 1 minute duration.

Harrowing Idol

At 20th level, as an action, you transform into an avatar of pain and suffering. For 1 minute, any hostile creature within 30 feet gains vulnerability to piercing, bludgeoning, and slashing damage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Hellfire

Paladins who have sworn the Oath of Hellfire venerate the inevitable and inviolate hierarchies embodied by the Nine Hells themselves. Often found in the service of a powerful Devil, these paladins are masters of cutting a deal, but are no less fearsome when the time for swords has come.

Tenets of Hellfire

The tenets of the Oath of Hellfire

By Any Means. Prosecute your will through sharpened blades and sharpened words. If your enemies will not bend to your will, they shall be broken beneath you.

Domination. In the iron law of hierarchy lies stability, for in the order of all things from high to low all have a place. Domination over the weak by the strong is not the origin of conflict but its most capable enemy.

Boons of the Baleful. In power and wealth lie the grace of the Lord of Devils himself, for blessed are they who have attained power and wealth. But grace can be lost, for the Lord of Devils blesses those who take from the reckless and the indolent and thereby become mighty themselves.

Ambition. Never grow content with your condition, for in complacency lies failure. The Lord of Devils rewards those who live with aspiration and intent, so long as they know their place.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Hellfire Spells

Paladin Level Spells
3rd hellish rebuke, inflict wounds
5th flame blade, shadow blade
9th fireball, vampiric touch
13th blight, wall of fire
17th flame strike, negative energy flood

If you learn the Blessed Warrior fighting style, add the chill touch and firebolt cantrips to the list of spells you choose from.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Silvertongue. As an action, you can use your Channel Divinity to become supernaturally compelling. For the next 10 minutes, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total. At 7th level, your proficiency bonus is doubled for any Charisma ability check which uses your proficiency bonus. At 15th level, whenever you make a Charisma ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Out of Hell. As a bonus action, you can use your Channel Divinity to grow a set of bat-like wings. For the next minute, you gain a flying speed equal to twice your base movement speed. If you are grappled or restrained when you activate this ability, those conditions end immediately. When this effect ends, you fall if you are still aloft, unless you can restrain your fall.

Aura of Brimstone

Beginning at 7th level, your presence summons embers of infernal fire. As long as you are conscious, whenever a hostile creature within 10 feet is hit by an attack which causes fire or necrotic damage, it takes additional damage of the other type equal to your Charisma bonus (minimum 1).

At 18th level, the range of this effect increases to 30 feet.

Beguile

Beginning at 15th level, your charms can render your foes more vulnerable to harm. When you succeed on a Charisma (Persuasion, Deception) check against a target who is not engaged in combat with you, you can force that target to make a Wisdom saving throw or be charmed by you for 24 hours. While charmed in this way, you know the creature's disposition and general intentions (such as who it hates or loves, or whether it plans to betray someone) and can communicate with it telepathically so long as you remain on the same plane of existence. If you make a melee or spell attack against the charmed creature, the condition ends immediately and they take 2d10 necrotic damage.

You may have a maximum of 1 creature charmed using this ability at any time. You may use this ability a number of times equal to your Charisma bonus, recovering all spent uses on completion of a long rest.

The Hellmouth Opens

At 20th level, as an action, you summon the living matter of an evil plane into this world. Target a point you can see within 120 feet and select one of the following effects:

  • Hungering Maw. All hostile creatures within a 30 foot diameter circle centered on that point must make a Dexterity saving throw. On a failed save, each creature takes 3d6 fire damage and 3d6 necrotic damage, or half as much on a successful one. The area remains difficult terrain for 1 minute, and any time a hostile creature ends their turn within the area they must make a Dexterity saving throw, taking 1d6 fire damage and 1d6 necrotic damage on a failed save, or no damage on a successful save.
  • Howling Maw. All hostile creatures within a 30 foot diameter circle centered on that point must make a Wisdom saving throw. On a failed save, the creature is Frightened 1 minute, or unaffected and immune to the effect for 24 hours on a successful one. While Frightened, the creature must take any available action to leave earshot (120 feet) of that point and cannot voluntarily move closer to or look in the direction of the point. An affected creature may repeat the saving throw at the end of each of their turns, rolling at disadvantage if they can hear the maw. For 1 minute, no sounds other than the howling of the maw can be heard within 120 feet of the centre.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Dread

Paladins who have sworn the Oath of Dread delight in the prolonged fear of their enemies. Woe to those who earn the attention of these paladins, for rare indeed are the avenues to escape their ceaseless pursuit.

Tenets of Dread

The tenets of the Oath of Dread

Terrify. There is no body so mighty that it can overcome weakness of mind by strength alone. Find weakness in the pysche, for this weakness shall become your greatest weapon.

Persistence. Suffer no distraction from your pursuit, quarry or otherwise. Where strength and cunning cannot prevail, deploy the dreadful power of patience, for fatigue and paranoia while tremble the strongest arm and cloud the sharpest mind. n

Debilitate. Those who flee invite their doom, for you shall harrow their escape and deny them rest and comfort. Spoil their food, foul their water, and turn their allies, for to stand against you shall mean to stand alone and unready.

Forswear Mercy. Offer no forgiveness or mercy, such that your reputation may tear down walls before you.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Dread Spells

Paladin Level Spells
3rd cause fear, hunter's mark
5th detect thoughts, hold person
9th enemies abound, fear
13th freedom of movement, phantasmal killer
17th dream (nightmare only), far step

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Shadewalking. You can use your Channel Divinity to move quickly through the shadows. As a bonus action, you can teleport to a location in dim or darker light that you are aware of within 60 feet. At 7th level, you may do so again on your next turn, and at 15th level you do so a third time on your second subsequent turn. If you make a melee weapon attack against a creature on the same turn that you teleport using this ability, that creature must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute, repeating the save at the end of each of their turns.

Deepening Gloam. As an action, you can use your Channel Divinity to assail your enemies with living darkness. As an action, target a number of creatures you can see within 60 feet equal to your Charisma bonus (minimum 1). The creatures must be standing in dim or darker light. The targets must make a Dexterity saving throw or be restrained by tendrils of shadow for 1 minute, making the roll at disadvantage if they are in complete darkness or within a darkness spell. Affected creatures may repeat the saving throw at the end of each of their turns.

Aura of Panic

Beginning at 7th level, your presence brings trembling to the hands of your foes. As long as you are conscious, all hostile creatures who can see or hear you within 10 feet have disadvantage on Dexterity saving throws and ability checks. If an affected creature has the frightened condition, it also has disadvantage on Intelligence saving throws and ability checks.

At 18th level, the range of this effect increases to 30 feet.

Scent of Blood

Beginning at 15th level, your quarry will find no shelter once you have drawn blood. You know the exact location of any creature you have damaged with a melee weapon attack within the last 24 hours.

Living Nightmare

At 20th level, as an action, you become shrouded in images of your foes worst fears. For 1 minute, you gain the following benefits:

  • At the beginning of your turn, all hostile creatures within 30 feet must make a Wisdom saving throw, taking 4d6 psychic damage and becoming horrified on a failed save, or half as much on a successful one. A horrified creature is frightened of you and cannot target its allies with spells or abilities. If the creature ends its turn in a location where it cannot see you, the creature can repeat the saving throw.
  • As a bonus action, you can end the frightened condition on a creature you can see within 60 feet, causing it to take 4d6 psychic damage and be stunned until the end of your next turn.
  • You learn the deepest fears of any hostile creature which comes within 30 feet of you.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Unliving

Paladins who have sworn the Oath of the Unliving see the eternity of undeath as the only attainable state of perfection for both themselves and for their world.

Tenets of the Unliving

The tenets of the Oath of the Unliving emphasize the attainment of perfect order through undeath

Order. There is no ideal higher than that of perfect order, with all things in their place and working as they should in beautiful harmony.

Deathly Perfection. In death, there is no hunger, no thirst, no fatigue, and no age. All is beyond time and beyond need. Through unliving life only can this perfection be acquired.

Life is Cruel. Suffering comes from chaos, and there is no greater reservoir of chaos than life. The attainment of unlife breaks this cycle, and is to be vaunted above all else.

From on High. The attainment of perfect order is inimical to the anarchic idea of individual liberty. There is peace and stability in hierarchy, and thus the false promises of freedom must be rejected.

The Dead Keep It. Places of burial and mourning are the closest approximations of perfection in this world. Take them as places of worship and community.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of the Unliving Spells

Paladin Level Spells
3rd false life, inflict wounds
5th darkness, wither and bloom
9th speak with dead, vampiric touch
13th blight, shadow of moil
17th antilife shell, negative energy flood

If you learn the Blessed Warrior fighting style, add the chill touch cantrip to the list of spells you choose from.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Siphon Vitality. As an action, you can use your Channel Divinity to drain the life from a foe. Make a melee weapon attack against a foe you can reach. On a hit, the target takes 1d10 necrotic damage and must make a Constitution saving throw against your Spell Save DC or its hit points maximum is reduced by an amount equal to the damage taken. This reduction lasts for 1 hour. You recover lost hit points equal to the damage caused. The damage increases to 2d10 at 7th level and to 3d10 at 15th level.

Bone Armor. As a bonus action, you can use your Channel Divinity to shroud yourself in the remnants of decay. You gain a number of charges of bone armor equal to your Constitution bonus. When you would take bludgeoning, piercing, or slashing damage, you can expend one charge to gain resistance to that damage. The charges last 10 minutes. You gain a d4 extra charges if you use this ability within 10 feet of a corpse. You gain 1 + Constitution bonus charges when this ability at 7th level and 2 + Constitution bonus charges at 15th level.

Aura of Mortifaction

Beginning at 7th level, your presence interferes with the flow of positive energy, suppressing recovery from wounds. As long as you are conscious, hostile creatures within 10 feet must succeed on a Constitution saving throw against your Spell Save DC any time they would regain lost hit points, recovering half that amount on a failed save.

At 18th level, hostile creatures which fail the saving throw regain no hit points.

Living Dead

Beginning at 15th level, your mortal coil has partially slipped, leaving you in the interstice between life and death. You gain the creature type Undead in addition to any creature types you already have. You can be affected by an effect if it works on either of your creature types.

Additionally, you do not need to sleep, breath, eat, or drink, and cannot be put to sleep by magical effects. You no longer age and are immune to effects which age you. When not moving, you are indistinguishable from a corpse. You are immune to necrotic damage and have advantage on death saving throws. Your own spells and abilities, including Lay on Hands, can always affect you even if their description excludes creatures with the Undead type.

Ossuary

At 20th level, you are no longer among the living. You lose all creature types other than Undead. You gain immunity to exhaustion and the poisoned condition.

When you would make a death saving throw, you may instead choose to spend 10 hit points from your Lay on Hands pool to return to consciousness with 1 hit point. You may do this a number of times equal to your Charisma bonus, recovering all spent uses after the completion of a long rest. You cannot use this ability if the attack which brought you to 0 hit points caused radiant damage.

Oath of Strife

Paladins who have sworn the Oath of Strife desire perfection in the arts of war, and to see the perpetuation of conflict as the best way to hone these skills. Far from a mindless berserker, this paladin is calculating and brutal in their pursuit of a world always in the grip of war.

Tenets of Strife

The tenets of the Oath of Strife emphasize the pursuit and perfection of combat.

Conflictual Essence. Conflict is the nature of all things, and through conflict do all things come into being. Reject the stagnation of peace and pacifism wherever you find it.

Sharpen the Edge. There is no art higher than War, for in War are all things tested and, through answering calling of glorious combat, attain their greatest form

By the Sword. Yours is a life of armed struggle. Never shy from the fray or lead from the back, and never submit yourself to an impossible contest through recklessness.

Endless Armory. The weapon is your hand is but one at your disposal, and too rely exclusively on one weapon is weakness. Master the grand arts of war -- strategy, subterfuge, supplylines, even diplomacy -- to better arm yourself.

Execute. Never hesitate in prosecuting your will. When you have undertaken a course of action, see it through until the end.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Strife Spells

Paladin Level Spells
3rd compelled duel, shield
5th cloud of daggers, spiritual weapon
9th haste, thunder step
13th freedom of movement, stoneskin
17th banishing smite, steel wind strike

If you learn the Blessed Warrior fighting style, add the booming blade, green-flame blade, and sword burst cantrips to the list of spells you choose from.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Incite Violence. As an action, you can use your Channel Divinity to provoke a creature to violence. A creature you can see within 60 feet must make a Wisdom saving throw or be incited for 1 minute. While incited, the creature cannot distinguish friend from foe and must make a melee weapon attack against the nearest creature, selecting randomly if two or more creatures are equally distant. If there are no targets it can reach an incited creature must take the most direct route to the nearest target, using the Dash action if necessary. An incited creature repeats the saving throw at the end of each of its turns, suffering disadvantage if it has made a melee weapon attack that turn.

Press Advantage. As a bonus action, you can use your Channel Divinity to transform tactical advantage into martial power. For the next minute, whenever you make a melee weapon attack, the threshold to achieve a critical hit is reduced by 1 for every source of advantage you have on that attack.

Aura of Aggression

Beginning at 7th level, your pursuit of violence sharpens your faculties and those of your allies. As long as you are conscious, when you or an ally within 10 feet makes a weapon or spell attack, you or that ally become immune to the charmed condition and cannot be put to sleep by magic until the beginning of their next turn.

At 18th level, the range of this effect increases to 30 feet.

Bloodlust

Beginning at 15th level, the fervor of combat invigorates your blood, allowing you to overcome your wounds. As long as you are conscious, you regain 1 hit point every time a weapon or spell attack roll is declared by any creature other than you within 30 feet, up to a maximum equal to half your paladin level, rounded down. This limitation resets at the start of your turn.

On a Red Horse

At 20th level, as an action, you become an avatar of war, choosing an appearance appropriate to your particular art of violence. For 1 minute, you gain the following benefits:

  • Every time you cause damage to a creature with a melee weapon attack, you gain a +1 bonus to attack and damage rolls against that creature. This bonus stacks and lasts until the effect ends or you make a melee weapon attack against a different creature.
  • Your base movement speed increases by 20 feet.
  • Your Bloodlust ability is no longer limited to a maximum of half your paladin level

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Calamity

Breakers, vandals, and saboteurs all, Paladins who have sworn the Oath of Collapse exercise their contempt of civilization through undoing the labour of others.

Tenets of Calamity

The tenets of the Oath of Calamity emphasize methodical and

Woe. Nourish despair in this world by pulling down the walls that the weak build against suffering and struggle. When the din of weeping rises in your wake, you shall know you have found your true path.

Destruction. Swell your ambition through great acts of destruction and devastation. Do not trade the fall of the mightiest castle for a dozen smaller acts.

Ruin. There is nothing made through craft and magic which is worth preserving. Swords and ploughshares or magic and machinery: all must be brought to ruin from the highest pinnacle to deepest foundation.

Decay. Disintegration is the destiny of all that is, living and unliving, flesh and stone, of nature or of artifice. Bring this doctrine to all who would hear it, and for those who would not, enact it.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Calamity Spells

Paladin Level Spells
3rd catapult, thunderwave
5th knock, shatter
9th erupting earth, glyph of warding
13th banishment, stone shape
17th passwall, transmute rock

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Unmaking. You can use your Channel Divinity to temporarily break the enchantments which empower magical objects. As an action, you make a melee weapon attack against a creature carrying or wearing an object you can see, specifying that object before rolling your attack. On a hit, the creature must succeed on a Dexterity saving throw or that item becomes mundane for 1 hour, losing all magical effects.

Deconstruct. You can use your Channel Divinity to sabotage the workings of constructs and machinery. As an action, you force all constructs within 30 feet which can see or hear you to make a Wisdom saving throw or be disrupted for 1 minute. While disrupted, a creature's movement speed is halved and on its turn, it can use either an action or a bonus action, not both. An affected creature can repeat the saving throw at the end of each of its turns. At 7th level, any creature of CR 1/2 or lower is instantly destroyed if they become disrupted.

Aura of Wreckage

Beginning at 7th level, your presence destabilizes creatures not made of flesh and blood. As long as you are conscious, hostile creatures within 10 feet which are made of inorganic material such as stone, crystal, or metal have disadvantage on saving throws against your spells and abilities.

At 18th level, the range of the effect increases to 30 feet.

Deteriorating Touch

Beginning at 15th level, weapons rust and rot when brought to bear on you. Once per round, when you are hit by a nonmagical weapon, you may cause that weapon to deteriorate. A deteriorated weapon experiences a -1 penalty to attack and damage rolls. A weapon can be deteriorated a number of times equal to the value of your Charisma bonus (minimum 1). Deterioration lasts until the weapon is repaired.

Additionally, you deal double damage to objects and structures.

Come All To Ruin

At 20th level, as an action, you become an avatar of senescence. When you activate this ability, all constructs and creature made of inorganic material within 30 feet of you must make a Wisdom saving throw, becoming stunned until the end of your next turn on a failed save, or immune to the effect for 24 hours on a successful one. Additionally, for 1 minute the following effects apply:

  • All magic items within 10 feet, including your own, are rendered mundane as if affected by the antimagic field spell. Potions and spell scrolls fail automatically when used.
  • Your deteriorating touch ability is no longer limited to 1 use per round. A weapon is destroyed if it would be deteriorated five times.
  • At the end of each of your turns, all machinery, structures, and objects not worn or carried within 30 feet age 1d10 years.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Unutterable

R'lyeh n'gha Nyarlathotep s'uhn nnnHastur ch'yar stell'bsna naflshagg sll'ha h'geb Oath of the Unutterable, Azathoth naep y-chtenff Nyarlathotep 'fhalma gotha hai nilgh'ri naflshagg, ehye ilyaa R'lyeh Yoggoth mg ph'li'hee shogg.

Tenets of the Unutterable

F'geb ooboshu ep n'gha cgrah'n Oath of the Unutterable, syha'h hafh'drnnyth Yoggoth ph'y'hah.

Nglui. Cahf ah nafl mglw'nafh hh' ahor syha'h ah'legeth, ng llll or'azath syha'hnahh n'ghftephai n'gha ahornah ah'mglw'nafh

Sgn'wahl. Gepahe mgepnah maid l' ahnyth. Ahagl ah ahorr'eog chance h' ephaihappen ehye ahog

Mnahn'. Uln nglui phlegeth nog kn'a ftaghu, li'hee ya uln k'yarnak goka, Nw Dagon ngn'gha Tsathoggua.

Nashagg. Lfm'latgh uaaahor ngathg Hastur nafluh'e cli'hee, y-s'uhn hrii gnaiih tharanakagl vulgtm, Yoggoth fm'latghor gotha uln.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of the Unutterable Spells

Paladin Level Spells
3rd arms of hadar, dissonant whispers
5th tasha's mind whip, vortex warp
9th hunger of hadar, sending
13th evard's black tentacles, raulothim's psychic lance
17th synaptic static, telekinesis

If you learn the Blessed Warrior fighting style, add the mind sliver cantrip to the list of spells you choose from.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Formless Muttering. As an action, you give voice to the unreal reality of the Far Realm, distracting your foes with visions of bizarre shapes. All hostile creatures within 20 feet which can hear you make a Wisdom saving throw or be afflicted with an impossible revelation. While afflicted, if a creature makes a Wisdom, Intelligence, or Charisma ability check, treat a d20 roll of 10 or higher as a 9. On a success, the creature becomes immune to the effect for 1 hour. An affected creature can repeat the saving throw at the end of their turn.

Impossible Geometry. You can briefly interfere with the laws of reality to thwart your foes. As a reaction when a hostile creature within 30 feet would make a Strength, Constitution, or Dexterity saving throw, you can use your reaction to cause that creature to instead use Intellect, Wisdom, or Charisma for that saving throw (your choice).

Aura of Instability

Beginning at 7th level, your presence sets the mind afloat on seas of shifting flesh. Any hostile creature within 10 feet whose form changes, such as through the polymorph spell or a dragon's change shape ability, must make a Constitution saving throw or suffer a random short term madness.

At 18th level, the range of this effect increases to 30 feet.

That Which Cannot Be

Beginning at 15th level, you have become alien to this reality. You are immune to the Charmed and Frightened conditions, and to psychic damage. Your thoughts and emotions cannot be read by any effect. Effects which detect creatures of a given type or alignment fail to detect you. Divination magic directed at you fails as though the caster had named a creature that does not exist. If a creature attempts to perceive you through means other than their own bodily senses, such as seeing through the eyes of a familiar, a telescope, or using the arcane eye spell, you do not appear. Your reflection appears blurry and its movements out of sync with your own.

Spells or effects which would cause you to be invisible or change your appearance fail. Your unsettling presence causes all creatures within 30 feet of you to always know your exact location, although creatures who cannot see you directly cannot recall details about your appearance or voice. Creatures with an Intelligence score of 3 or lower avoid your presence.

Pierce the Veil

At 20th level, as an action, you can briefly superimpose the Far Realm onto this world. A sphere 30 feet in diameter forms for 1 minute at a point you can choose within 120 feet. Within that sphere, the following effects apply:

  • Within this space, hostile creatures must roll under DC or AC values to succeed on saving throws and attack rolls.
  • You can move unimpeded through any creature, object, or terrain, but cannot end your turn except in otherwise empty space.
  • Creatures other than you which start their turn within the sphere have their base movement set to 5 times their Intelligence bonus.

Once you use this feature, you can't use it again until you finish a long rest.

Design Notes

General

As the opening adjustments to the base class demonstrate, these evil oaths are as a rule intended to create a more selfish paladin. To take an example: these Oaths' auras tend to negatively affect enemies rather than positively affect allies -- though there are some exceptions and edge cases. I have also tried to avoid explicitly requiring any Oath to conduct evil acts, such as attacking innocent creatures, instead opting to reward following patterns of behaviour that could themselves constitute an Evil alignment.

Each Oath is designed with the modified base class features and spell list, but should more or less function without those, though it will perhaps seem a bit odd for an Oath of Hellfire paladin to be smiting her foes with radiant damage. In some cases this has more explicit bearing on the subclass, such as the Oath of Spite never granting immunity to the poisoned condition nor basing abilities on having that condition. I don't think any of these cases are severe enough that the Oath is basically unplayable without, but it will introduce a small amount of friction in the overall playstyle I envisioned for each Oath.

Whenever I put a subclass together, I try to follow a few guidelines. If a subclass takes thematic interest in particular conditions, I prefer to reward players for successfully impairing their foes with those conditions rather than simply making it easier to do so. The Oath of Dread is a good example, as the spell list and thematics push players to make use of fear, and a few abilities have riders that impose extra effects or damage on creatures that are frightened. I consider this a more interesting option than just making it easier to frighten monsters or to bypass immunity to fear; that said, the Aura of Courage is replaced with an Aura of Fear in the base class, so this isn't an iron rule so much as a guideline. Similarly, when an Oath has a certain emphasis on a particular damage type, I eschew just allowing that subclass to bypass resistance or immunity, or at least not all the time.

In terms of balance, I usually use the Oath of the Ancients as my point of comparison or, for a more violence-oriented oath, the Oath of Vengeance. Unfortunately, the question of what counts as balanced necessarily implies the other end of the scale be known or agreed upon, and I would say that neither Ancients nor Vengeance are equally balanced against, say, Devotion. I try to keep subclasses about as versatile as Ancients or about as effective as Vengeance (and ideally not both!). The comparison does not always work nicely: Ancients and Agony are doing fundamentally different jobs, with one defending allies and the other impairing foes, but I have nevertheless found this the most helpful frame of reference.

As we see in official subclasses, Channel Divinity options are not always competitive with one another. The most recognisable case of this is probably Vengeance's Vow of Enmity, which powerfully overshadows its sibling (do you know offhand what the other CD option is? I often don't!). There are a few ways to sidestep this problem. The most obvious is to avoid too much overlap between what the CDs do, such as by having one more defensively oriented and the other more offensively oriented or one more socially-useful and the other more violently-useful.

This is a good strategy but it's not perfect, because they both have to be good in either situation: a powerful, offensive CD option overshadows a midling utility option when the opportunity cost of not using the utility CD is too low. While each CD is going to have situations that call for it, it should always feel like there is trade off to use one at the cost of not being able to use the other for a little while.

On the other hand, you could also lean in and have the CD options both oriented around the same goal but offering different routes to get there. An example in this document is the Oath of Dread, where one CD option makes the paladin move more quickly (with constraint) while the other (attempts to) prevent enemies from fleeing. This approach has the advantage of bringing laser-focused clarity to the unique playstyle of each Oath.

I also refrain from making both Channel Divinities mediocre in order to balance out stronger features elsewhere in the Oath. Channel Divinities should feel like something you want to use and, in parallel, should not feel bad or pathetic when you do use them. This isn't to say that they should be flawless and reliable: most CDs have the option to fail in some sense, but you should have a good, positive use-case for each CD and thereby want to use it. And, what's more, because the other CD has a good, positive use-case and you therefore want to use it, there should always be some element of conflict and contemplation when deciding to use one.

What I'm Worried About

There are a few Oaths I for which I have some particular concerns.

Oath of Strife has a lot in its favour: a strong spell list, two good Channel Divinities, a solid aura, and has considerable staying power with Bloodlust. I am a bit concerned that the whole is greater than the sum of its parts here, and that it might overall just offer too much versatility and power.

Oath of Spite has one exceptionally strong ability in Channel Divinity: Rancor. I've gone back and forth on how much power to invest, sometimes having it trade disadvantage for disadvantage. Ultimately, its power lies in breaking a particular rule of a dice game: it guarantees that something will work the way you want it to, but at the cost of assuring that you have to suffer something first. Whether or not this is a fair trade is something I'm still chewing on.

Oath of Agony comes with a lot of different debuffs, and is particularly well suited to magehunting. I've tried to arrange it so that the subclass abilities have minimal ability to intensify the others, but I worry that this flexibility makes it too good in dealing with too many problems.

Finally, as a general problem, I note that a lot of the abilities I put together lack brevity. This tendency to complexity makes me skeptical of whether certain tripartite effects (such as the Oath of Tyranny's aura of cold command) would place too much of a burden on DM and player to actually use in any real scenario.

Notes by Oath

Oath of Sin

As the abilities make clear, the Oath of Sin is an inversion of the Oath of Devotion, and thus intended to provide a generalist, catch-all evil Paladin for a player who doesn't have a strong bearing in any specific direction. As a DM, I usually let players start with generic subclasses (Devotion, or the Champion fighter, for example) and freely "respec" once, giving them time to get a sense for what their character would cleave to.

At any rate, because it inverts Devotion, it has all the same problems of Devotion, of which the most significant is that its genericness denies it a strong thematic identity, and mechanically it can't really shine in comparison to other Oaths. Why go Devotion when Ancients and Vengeance are more interesting and, to be honest, better? Why go Sin when Strife or Unutterable are more interesting, and to be honest, better?

That said, my intention here was just to turn the Oath of Devotion inside-out, and I think the Oath of Sin achieves that.

Oath of Tyranny

Immediately breaking my rule to make more selfish paladins, this one does offer some boons to allies. However, the main objective of this Oath is to make your enemies more susceptible to psychological warfare and, through the spell list, give the paladin some summoning options. I don't have a lot of specific conerns about this Oath, other than that it might be too niche and that the capstone transformation's ability to turn NPC summons to your side brings potential DM headaches. Aura of Cold Command interacts with Aura of Fear in a potentially very powerful way, and that could be problematic overall.

Oath of Spite

This Oath here was the origin of this little project. I first developed this one as part of a pack of elementally-themed oaths, but found that its theming made it an inappropriate fit with the others. This paladin is, in a word, toxic, and though I have backed off some of its more troublesome features (the aura used to make everyone in 10 feet, allies included, vulnerable to poison damage), I maintained its ability to make it generally difficult for anyone to talk things out. This Oath should not be declared lightly, and as a DM I would sweat a bit if an inexperienced player picked this one, but I think that players with a bit of adventuring under their belt can manage the trade-offs this subclass brings.

The elephant in the room is, of course, Channel Divinity: Rancor. As noted above, the problem here is that a guarantee is a very powerful thing indeed, and that might be more important than any individual save the paladin could impose.

Oath of Agony

Pinhead's own oath, this one gives out some very powerful debuffs. It is designed to threaten spellcasters specifically, though Channel Divinity: Flensing Chains gives this paladin the option to limit that mage's beefier friends from leaping in to defend. I'm honestly pretty happy with how this one worked out, though as above I'm concerned that it has too many options for too many scenarios.

Oath of Hellfire

By far the most annoying one to sort out, this Oath is intended to be specifically Hellish without overlapping too much with any other oath. I settled on giving this oath a few tricks related to the charmed condition while fortifying the Oath spells with necrotic- and fire-based options. I've gone back and forth on whether to put suggestion and geas on there, but I think anyone snagging this Oath is going to take those anyway given they are Paladin spells too.

Another aspect of this Oath is that it's designed to have weaker but much more consistent effects. The Channel Divinity options either make your Charisma skills much more reliable or give you a useful ability with few failure conditions. The aura trickles damage in, but it does trigger from your allies' attacks as well. Because I didn't give this Oath any new ways to cause damage (beguile edge case notwithstanding), I wanted to ensure the capstone did, and thus I gave the option for a more damage-oriented Hellmouth.

Oath of Dread

This Oath is meant to evoke a slasher killer rather than something like Psycho Mantis or Scarecrow. This paladin in particular is hard to escape, with lots of tools to either catch up to you or to keep you from running if certain conditions are met. The Oath of Agony's misery ability originally lived here but I felt it was too much to give this subclass more ways (beyond the baseline aura of fear) to impair Wisdom saving throws. This is another Oath I feel pretty good about, although I do worry that scent of blood is just not strong enough to justify itself as a 15th level feature.

Oath of the Unliving

Not a lich but rather a death knight, this paladin is very tough and very persistent, but because it ultimately becomes undead, might be difficult to integrate into a party that isn't specifically prepared for that. Fortunately, this one does have ways to keep itself going. I've gone back and forth on exactly what aura of mortifaction should do; in the past, I've had it simply siphon away healing (ie. reduce by Charisma bonus and heal for that much), but I worried that it would be too strong against small healing amounts.

Oath of Strife

This one wants to get stuck in, and has set of spells and abilities to leap into and remain firmly ensconced within the fray. Perhaps too well, as I noted above, because the synergy amongst abilities could make this one too hard to put down, and too generally good in close quarters. This oath also becomes stronger in more melee-oriented parties because Bloodlust benefits from allies' attacks too.

Oath of Calamity

This paladin wants to break your stuff. I struggled to come up with a range of abilities to reflect the theme of this Oath. It began with the idea of Channel Divinity: Unmaking alongside deteriorating touch, and although I feel I've managed to preserve the theme without getting too repetitive, this Oath might suffer from being too specifically oriented against a narrow range of creatures. Although Channel Divinity: deconstruct and come all to ruin originally applied only to mechanical creatures, I expanded its remit to anything not made of organic matter to at least allow this oath some bite against elementals.

Oath of the Unutterable

This one is the "and one" of the title. Although I have probably cheated a bit with the flavour text, I think that it ultimately works well enough for an Oath that is all about bizarre or inexplicable things. That Which Cannot Be carries a lot of effects, and not all of them are positive; regardless, once this keys up, it's going to fundamentally change how this character moves through the world, which I suppose is the idea. I'm not exactly happy with aura of instability but I think it syncs up well enough with the theme underwriting the subclass. I've also considered other effects for Channel Divinity: Formless Muttering, ranging from causing short term madness on any INT/WIS/CHA failure to temporary loss of skill proficiencies to being unable to add INT to any roll. As it is, the current effect is reliable but weak (how often do you need a nearby enemy to fail an ability check?) which isn't necessarily a bad spot to be in, but I don't love it when one Channel Divinity option is almost always going to be the preferred option.

 

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